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Software Development Cross Solution - Index of - Free

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Q: If I’m close on my estimates, can I fudge a little and<br />

squeeze something in?<br />

A: We REALLY wouldn’t recommend this. Remember, your<br />

estimates are only educated guesses at this point, and they are<br />

actually more likely to take slightly longer than originally thought than<br />

shorter.<br />

It’s a much better idea to leave some breathing room around your<br />

estimates to really be confident that you’ve planned a successful set<br />

<strong>of</strong> iterations.<br />

Q: I have a few days left over in my Milestone 1.0. Can’t I add<br />

in a user story that breaks my day limit just a little bit?<br />

A: Again, probably not a good idea. If your stories add up to leave<br />

you one or two days at the end <strong>of</strong> the iteration, that’s OK. (In Chapter<br />

9 we’ll talk about what you can do to round those out.)<br />

Q: OK, without squeezing my last user story in I end up<br />

coming under my work-day limit by a LONG way. I have 15 days<br />

free at the end <strong>of</strong> Milestone 1.0! Is there anything I can do about<br />

that?<br />

A: To fit a story into that space, try and come up with two simpler<br />

stories and fit one <strong>of</strong> those into Milestone 1.0 instead.<br />

Stay confident that you can achieve<br />

the work you sign up for. You should<br />

promise and deliver rather than<br />

overpromise and fail.<br />

Download at WoweBook.Com<br />

project planning<br />

Q: 0.7 seems to add up to a LOT <strong>of</strong> lost time. What sorts <strong>of</strong><br />

activities could take up that sort <strong>of</strong> time?<br />

A: 0.7 is a safe first guess at a team’s velocity. One example is<br />

where you are installing a new piece <strong>of</strong> s<strong>of</strong>tware, like an IDE or a<br />

database (naming no specific manufacturers here, <strong>of</strong> course). In<br />

cases like these two hours <strong>of</strong> interrupted work can actually mean<br />

FOUR hours <strong>of</strong> lost time when you factor in how long it can take a<br />

developer to get back in “the zone” and developing productively.<br />

It’s also worth bearing in mind that velocity is recalculated at the<br />

end <strong>of</strong> every iteration. So even if 0.7 seems low for your team right<br />

now, you’ll be able to correct as soon as you have some hard data.<br />

In Chapter 9 we’ll be refining your velocity based on your team’s<br />

performance during Iteration 1.<br />

Alright, it’s worth it to me to<br />

lose space miles in Milestone<br />

1.0 to keep things moving.<br />

Let’s do it.<br />

you are here 4 99

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